feat(battle-engine): close the AI-simulation subsystem (verbatim)
Copied the 89 uncopied AI*SimulationUtility/extension files defining the AIVirtualCard/AIVirtualField extension methods; the compile loop then auto-closed the revealed type deps (~3049 files total, drift-clean). 10.0k -> 62 errors.
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24
SVSim.BattleEngine/Engine/RecoveryReplaceReceivedCard.cs
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24
SVSim.BattleEngine/Engine/RecoveryReplaceReceivedCard.cs
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using UnityEngine;
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using Wizard;
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public class RecoveryReplaceReceivedCard : ReplaceReceivedCard
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{
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public RecoveryReplaceReceivedCard(NetworkBattleManagerBase battleMgrBase, CardDataModel cardData)
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: base(battleMgrBase, cardData)
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{
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}
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protected override BattleCardBase CreateActualCard(BattlePlayerBase battlePlayer, bool isCardInDeck, bool isOpenDrawSkill)
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{
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CardParameter cardParameterFromId = CardMaster.GetInstanceForBattle().GetCardParameterFromId(CardId);
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BattleCardBase battleCardBase = _networkBattleMgr.CreateBattleCard(CardId, battlePlayer.IsPlayer, null, cardParameterFromId, battlePlayer, CardIdx);
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InheritedCardData(battleCardBase);
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ReplaceBuffInfoList(battleCardBase, _originalDummyCard);
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battleCardBase.ShallowCopyBuffInfoList(_originalDummyCard);
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Object.DestroyImmediate(_originalDummyCard.BattleCardView.GameObject);
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_originalDummyCard.SelfBattlePlayer.BattleView.HandView.RemoveCardFromViewWithoutRearrange(_originalDummyCard.BattleCardView);
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SettingTargetDeckSelfCardAddDeckSkillCardList(battleCardBase, isCardInDeck);
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RemoveOpenCardRemoveAfterActionSkills(battleCardBase);
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return battleCardBase;
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}
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}
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